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  1. #1
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    Mar 2011
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    Quote Originally Posted by Holyhunter View Post
    Did you even read his post? He talks about how some jobs are hardly even distinguishable from their class because the job skills don't do anything to discern them.
    Yes, I read his post, but all that illustrates is that existing abilities could do with some adjustments / changes to heighten their impact.

    Did YOU read the topic title?
    Quote Originally Posted by topic title
    Is 5 Job Abilities enough (Before level cap increase)?
    I answered the question. It wasn't deserving of the tone of your response. Yes, the number of abilities is enough. The effects are what matter and in some cases, need to be changed.

    The other problem here is the OP's vision of the job system vs. what the actual vision is. It was more or less designed to be what the OP apparently doesn't want it to be. The Jobs do not radically transform the classes and they're not supposed to. The Job abilities are supposed to focus the classes more strongly into the roles they were built for. For the most part, they do that, though there are certain abiltiies that don't facilitate that goal (a couple BLM abilities in particular come to mind).

    Quote Originally Posted by ReviiLagoon View Post
    No it is not, SCH can do the exact same things as SMN minus the pet and fester. It would have been better to have class abilities from 1-30 be the same, and then from 30-50 be all job abilities, that way you get a unique set of at least 10 or more abilities for each job, making each feel different from their counterpart.
    Hmm.... lets see. All of SCH's job abilities are cures/supportive abiltiies. All of SMN's abilities are DPS focused. Totally the exact same thing.

    Two different jobs based on the same class, and they play completely differently. SCH is not as stong as a DPS as SMN is, and SMN certianly isn't anywhere near the healing capability of SCH. Your point has no merit.

    Your proposal would do little other than make the classes irrelevant.
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    Last edited by Alhanelem; 10-31-2013 at 02:48 PM.

  2. #2
    Player
    Yagrush's Avatar
    Join Date
    Oct 2013
    Posts
    175
    Character
    Yagrush Dire
    World
    Behemoth
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Alhanelem View Post

    The other problem here is the OP's vision of the job system vs. what the actual vision is. It was more or less designed to be what the OP apparently doesn't want it to be. The Jobs do not radically transform the classes and they're not supposed to. The Job abilities are supposed to focus the classes more strongly into the roles they were built for. For the most part, they do that, though there are certain abiltiies that don't facilitate that goal (a couple BLM abilities in particular come to mind).
    Well, I can start off by saying that I'm pretty sure SE intended to add more abilities by launch but weren't able to meet the date, I can't give you a hard source, though Mr. Happy reiterated this in every beta guide of the Jobs.

    Aside from apperantly reading my post and in the same breath judging the post solely by it's title, here's what I think about this particular point.

    There's a lot of incosistency. If you say that their vision wasn't to "radically transform" a class, how do you explain that this same vision turned a dps Arcanist into a full fledged healer? Or the same dot-focused Arcanist into something much more focused on pet abilities? This are major transformations that steer the job to a particular path. However there are some that didn't do it well. If you're trying to say that the ones that didn't do it well on changing the class into something unique was the intended way, like BLM or DRG, then we have a strong disagreement. WAR barely tanks like MRD, it has a whole new system to work on. Yes, it has roots of the MRD, but how will you support your argument when they will want to further transform the classes when they have more than one job to branch to?

    Your idea is that since it shouldn't have to change radically, it doesn't need to have something that sets it apart from the class, which I don't believe is SE's vision at all. They should want to enrich the job through all of the roots that the FF franchise has to offer and make it more and more unique compared to the standard class it came from.

    I'm perfectly happy with how WAR is done, for example, though there are some Jobs that could have be done better to establish themselves as something new and are in need of more things to make them unique. Be it abilities or traits.

    I'm not wasting more text on this since I think I made my point pretty clear already, and so have you.
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    Last edited by Yagrush; 10-31-2013 at 03:03 PM.